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How do they lower resists if it's nearly impossible to get enemies to stand within range of them? They shoot straight up in a narrow line.
Even when I cast them right underneath an enemy's feet, the placement often causes them to not hit them or the enemy simply walks a few feet away and they once again become useless. What's the secret to making them work?
Right? Seems like they're only useful on static enemies like the Loghorrean, or maybe an Aetherial Obelisk.
One way or the other, they are mandatory on any elemental build.
They're not awkward at all. There is no cooldown when you put them down so you can move them whenever you want.
Drop 3 here and 3 there. I always drop 3 directly in front of me so enemies stand in them then 3 near a big group. As enemies move around just drop them again where needed.
Alright, thanks for the replies. I'll see if I can find a combo to make it work sometime.
During endgame main "crowd-control skill" is a player character's face. You drop mines, stand in them and use damaging skills on enemies who charge you.
I'm not a fan of mines but for a different reason: they are too essential and reduce variability of builds. Every elemental Demo-based class tosses thermite mines non-stop. Compared to Devotions-based RR, mines are less clunky and every bit of stackable RR is vital.
not to mention most bosses are basically immune to crowd control
i'm not saying mines isn't the most clunky form of RR in the game, but it seems to be there is some misunderstandings or misperceptions as to how they work
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each mine covers a 2.4m radius (that's wider than player char is tall), since you're tossing 3 and can toss up to 6 you're covering a fair bit of ground, which makes it simple to apply the RR to enemies/bosses
*if* you're playing grim dawn the way it's "supposed" to, https://imgur.com/a/Iuz8jqD
if you're then, for whatever reason you choose, running around, kiting casters like a trozan Sorc or "thematically" attempting to constantly stay at range as a gunner, then yes it will be more difficult to utilize the mines/apply the RR, because you're not making the enemy stand in their static aura range
couple of examples of what i'm referring to
https://www.youtube.com/watch?v=c9zGj36CJuA
https://www.youtube.com/watch?v=neNjUhBJbOg
https://www.youtube.com/watch?v=uE5bUdgFcDA
and yes i'm well aware of these are highly tuned endgame builds so might appear like i'm trying to skew things with something only applicable to the best of chars, but that's not the case (i just don't know where to find/who has levelling videos showcasing mines use)
the point is that you can build to do this, also during levelling, where staying in place around mines (think player "orbiting" around the mines placement), or straight up facetanking, means you're not having issues with the RR/radius part of it and just the cast of it/every relocation in new fights
- and to me the recast is the annoying part, when it then doesn't have the same coverage as other cast RR (Curse of Frailty/Word of Pain), and similarly is annoying for like Devouring Swarm
As with any % resist reduction skills is basically a must-pick skill if your damage type matches the reduced resistance, considering that % resist reduction stacks.
You use them to reduce resists.
For a purifier, Aura of Censure is obviously more reliable. But *every* end game build needs to be able to reduce the resistances of bosses, and if you don't have another method, you'll want to use these.
As others have said (and still others have misunderstood) - they're for bosses. The boss stands there, you put the mines under their feet, and now the boss is easier to hit.
Most mobs don't have enough resistance to justify using the mines.
The damage they do is trivial for bosses, and they're useless in most other situations.
Again - just think of them are "defense shredders" and they make more sense.
There are much better options for non-boss mobs.
They also do stack with different types of resist reduction (although differently), in case of Demolitionist it's worth to mention that Blackwater Cocktail provides flat resist reduction, which stacks with the above, but won't stack with another flat resist reduction (only highest source works here).
This is another good point, it's usually faster and easier to simply kill regular mobs than trying to apply RR on them.